The Great Journey

The Village of Briarton has always been a quite place, sometimes too quiet. Especially since the Empire of Nerath collapsed more than a century ago. You have met with your friends and neighbors around your age at the local pub, the only real place to sit and chat in this small place you have always called home, and decided that it was time for something more exciting. The fun stopped at tipping over Old Man Fayer’s cows while they slept at night and hunting rabbit in the snow. Since the discovery that your mentor and friend, Douven Staul, went missing after leaving for Winterhaven, you can no longer sit idly by and just wait.

You must seek out on your own to locate him, or at least find news of what became of him. Douven, a rabid explorer of old ruins, had found a map that revealed the location of a dragon’s tomb not far from the village. He figured if a dragon was buried there, why not also its hoard?In this place of collective farms,laden hunting, mediocre people and a life dedicated to farming, you and your friends set out one day to fulfill the hope of your fathers and an entire village and leave on the East road toward Winterhaven to find Douven.

Saying good bye to their parents, and promising Douven’s wife that they would locate him, the small group set out for Winterhaven. What they thought was going to be an uneventful journey was initially plagued by an ambush of Kobolds. The little green and brown creatures fought fiercely but turned out to be no match for the group of determined adventurers on their way to Winterhaven. After killing them all save one, they questioned the remaining kobold and then turned him loose to reek havoc of unsuspecting travelers.

Where our heroes get robbed and make a deal

Upon arriving in WInterhaven, the group rented a room at the local inn and settled in for a good night’s sleep. However, a rude awakening awaited them the next morning. The priest awoke to find all his posessions but the robe he slept in gone. Bryan Halan and Johnis searched the room but could find no trace of who had committed the crime. After passing the hat, the group was able to replace the priest’s weapon, and out of an abundance of caution, the knight paid to replace the priest’s holy symbols himself.

The problems of the previous night resolved, the group went to see the local magistrate to warn him about the potential kobold problem facing his town. It turns out the magistrate is well aware of the problem but has been unable muster enough force to go after the little menaces. He offered the group who had so successfully tangled with the kobolds a reward for helping keep the King’s Road clear and safe. Seeing an opportunity to improve their circumstances. Bryan conferred briefly with the knight and convinced him to lobby the magistrate for a plot of land just outside of Winterhaven were the group might set up a base of operations. After some intense negotiations, the magistrate agreed to provide the group with 5 acres of land just outside Winterhaven’s gates.

With the deal made, the group set off to fulfill their duty to their friend’s wife before embarking on the the next phase of their lives